rtshttp://www.maximumpc.com/taxonomy/term/896/
enTropico 5 Reviewhttp://www.maximumpc.com/tropico_5_review_2014
<!--paging_filter--><h3><img src="/files/u166440/tropico_5_header.jpg" alt="Tropico 5 Review Header" title="Tropico 5 Review Header" width="200" height="116" style="float: right;" />A familiar experience, but still fun</h3>
<p>When it comes to creating the greatest island nation in the world, we will stop at nothing to achieve this. What we can’t understand is why our denizens never seem to appreciate the measures we take to achieve this goal. Sure, child labor doesn't sound like the greatest thing in the world, but when jobs need filling, what are you going to do? After all, it is for the betterment and advancement of Tropico!</p>
<p>Despite our citizens’ ire, we still found it satisfying to step into the shoes of El Presidente once again and experience the game’s humorous approach to the simulation genre. Whether it was our advisors, well, advising us or foreign diplomats’ various demands, all of it is wrapped up in a very humorous package. &nbsp;</p>
<p style="text-align: center;"><img src="/files/u166440/tropico_5_001.jpg" alt="Tropico 5 001" title="Tropico 5 001" width="620" height="388" style="vertical-align: middle;" /></p>
<p style="text-align: center;"><strong>The Crown doesn't give us much to work with.</strong></p>
<p>Aside from the humor, the game looks great. It still features the bright, vibrant colors of previous installments and the graphics are a step up. The water affects are good and you can zoom in and view little details on the buildings. However, character creation is lacking and is a step back from the previous game. There are nowhere near as many aesthetic choices for creating our avatar as we remembered from Tropico 4 (pre-DLC). And the music? It is just as lively and energetic as the other games, and makes us went to get up and dance.</p>
<p>But while we are disappointed with character customization, the new Dynasty feature partially makes up for it. As we progressed, opportunities were provided to add new family members. However, because of the limited options, we were often dissatisfied with how our offspring looked (we blame it all on the other side of the family). Despite that, having family members means there are new quests to undertake. While the Quest system itself is unchanged, there are some new tasks that can be undertaken. For example, we had one family member successfully kidnap the Pope because he wasn’t talking to us. And if there is one thing we don’t like, it's being ignored.&nbsp;</p>
<p>Those who are familiar with the franchise shouldn’t have too much trouble jumping right into the game. Construction is mostly the same as before, but thankfully it has been streamlined. We no longer found ourselves yelling at the construction workers to get back to work like we did in Tropico 4. For newcomers to the franchise, Tropico 5 is a simple game with a lot going in addition to construction, there is trading, politics both foreign and domestic, and the temptations of power you have as El Presidente.&nbsp;</p>
<p>Don’t like someone’s opinion of you? For a price you can banish them, have them killed, discredit them, or have them jailed.&nbsp;</p>
<p>Guess which option we kept using?</p>
<p style="text-align: center;"><img src="/files/u166440/tropico_5_002.jpg" alt="Tropico 5 002" title="Tropico 5 002" width="620" height="388" style="vertical-align: middle;" /></p>
<p style="text-align: center;"><strong>Having gained our independence, Tropico is thriving!</strong></p>
<p>A new feature of the game is the division of time into four different eras. Rather than start off during the Cold War era, we found ourselves in the colonial era as the governor of Tropico under the rule of the British crown. Unlike the following three eras, we were given a period of four years to gain our island’s independence by either fending off a British invasion or simply buying our independence once we got popular support above 50 percent. When we finally freed ourselves from the British crown, we were able to do whatever we wanted so long as we didn’t upset the superpowers throughout the rest of the eras. Suffice to say, we found ourselves doing a balancing act between the Axis and Allies during the World War II era, the United States and Russia during the Cold War era, and the Modern era saw us currying favors from the U.S., Russia, China, European Union, and the Middle East so that we could receive better financial aid, have access to more trading routes, and keep them happy enough so that we wouldn’t be invaded.</p>
<p>As for the invasions themselves, while Tropico has combat, players are reduced to the role of an observer. Like previous installments, combat is directed by the AI. We faced attacks from pirates, foreign powers, and even rebels and all the time we wished we could control them and direct them towards the enemy. Still, it was fun to watch as our soldiers and tanks moved towards the threat as, simultaneously, our fighter jets bombarded the enemy. However, our jets bombardment did cause some minor collateral damage by destroying some buildings and killing off a few of our citizens.</p>
<p>But that is ok, because it was for the overall betterment of Tropico!</p>
<p style="text-align: center;"><img src="/files/u166440/tropico_5_003.jpg" alt="Tropico 5 003" title="Tropico 5 003" width="620" height="388" style="vertical-align: middle;" /></p>
<p style="text-align: center;"><strong>Ouch! Our fighters' bombs took out a building and a few of our citizens and soldiers...</strong></p>
<p>Aside from fighting our enemies, there was another use for our troops. For the price of $1,000 in-game currency, we could set a waypoint down almost anywhere on the map and the unit would march towards it and explore the island. Why do this? Because the game features a Fog of War system that forced us to use our troops to explore if we wanted to expand our city and have access to all of the island’s resources. However, at times, the fog became an annoyance for us because there would be a sliver of fog that would prevent us from building a road or structure until we paid our troops to go “explore” that little section. Given that we were sometimes strapped for cash, dropping $1,000 to get rid of the tiny bit of fog wasn’t worth it. But exploration became obsolete when we researched the compass ability which reveals the entire island.</p>
<p>Speaking of research, the researching of new technologies and buildings is the latest feature to be included in Tropico 5. By building a library, and certain buildings such as an observatory, research points are generated that goes towards discovering new tech for each era. For example, researching the constitution tech would allow us to draft our own constitution once we had gained independence.&nbsp;</p>
<p>Personally, we think that there is too much importance being applied to such things. Why write a constitution when the will of El Presidente should be good enough for everyone?</p>
<p style="text-align: center;"><img src="/files/u166440/tropico_5_004.jpg" alt="Tropico 5 004" title="Tropico 5 004" width="620" height="388" style="vertical-align: middle;" /></p>
<p style="text-align: center;"><strong>Ah, the modern era! The city's architecture is a mixture of modern and colonial with a dash of World War II and a pinch of the Cold War.</strong></p>
<p>Multiplayer is also a new feature to the franchise and one that we like. In Tropico 5 we found ourselves playing with our fellow despots to see who could create the better city. Sometimes we would cooperate with our fellow dictators but, at other times, find ourselves at each other’s throats for resources. However, on multiple occasions so far, the game inexplicably freezes and forces all the players to shut down the game. This results in having to start a new multiplayer game which is quite a hassle.</p>
<p>One of the drawbacks of the Tropico franchise is that, with each installment, it tends to be a refinement and fine-tuning of each game and Tropico 5 is no exception. It is a lot of fun to play and there is plenty of humor. But while the inclusion of eras and the multiplayer campaign are welcome additions, the gameplay is familiar territory. Gameplay, we might add, that is simplistic despite having many things to juggle in the game.&nbsp;</p>
<p>The game’s approach to resources, for example, is very simple. You build a structure like a farm, mine, or logging camp to collect resources and the excess is immediately sent off to the docks to be traded to other nations. However, we wish that there could be a stockpile option for some of these resources. So often we wished there was a warehouse that we could collect our excess resources.</p>
<p>Even the process of turning our raw resources into manufactured goods is automated. There is no indication of how much of each resource is needed to keep our factories producing these goods. All we can do is make sure that our farms, mines, and logging camps have workers to keep farming or mining them.&nbsp;</p>
<p>Tropico 5 is a game that newcomers should definitely pick up and play. For veterans, it is a familiar experience that is still enjoyable with just enough new things to make it interesting. However, the franchise needs its own revolution if it hopes to keep its citizens coming back for future installments rather than be a fine-tuning of the old regime.&nbsp;</p>
<p>Now excuse us while we go back to our island and siphon off some more money into our Swiss bank account.&nbsp;</p>
<p>What? A good dictator should always plan ahead!</p>
<div><strong>$40</strong>,&nbsp;<a title="Kalypso Media" href="http://www.kalypsomedia.com/en-us/games/tropico5/" target="_blank">http://www.kalypsomedia.com/en-us/games/tropico5/</a>, <strong>ESRB: T</strong></div>
http://www.maximumpc.com/tropico_5_review_2014#commentsHaemimont GamesKalypso Mediamaximum pcrtsstrategy gameTropico 5 ReviewReviewsMon, 09 Jun 2014 21:07:51 +0000Sean D Knight27933 at http://www.maximumpc.comValve Steam Controller Previewhttp://www.maximumpc.com/valve_steam_controller_preview_2013
<!--paging_filter--><h3>Gordon Mah Ung goes hands on with Valve's new Steam Controller</h3>
<p>PC Gamers, gods bless ‘em, are truly the most cynical sons of bitches on the planet. I say this because when I saw Valve’s attempt to build a controller for its upcoming Steam Machines, I, like all other PC gamers, just snickered and ran as quickly as I could to a web-based memegenerator so I could create and post something derisive and snarky under one of the five pseudonyms I use to troll the Internet with. Alas, I was already beaten as those cynical PC gamers had already beaten me to it.</p>
<p><img src="/files/u154082/history_repeating.png" alt="history repeating" title="history repeating" width="610" height="319" style="text-align: center;" /></p>
<p>The <strong><a href="http://store.steampowered.com/livingroom/SteamController/" target="_blank">Steam Controller</a></strong>, as it’s called, is a key element of <a title="valve" href="http://www.maximumpc.com/tags/valve" target="_blank">Valve</a>’s plan to bring PC gaming to the living room with its <a title="steam machine" href="http://www.maximumpc.com/tags/steam_machine" target="_blank">Steam Machines</a> and I am highly skeptical of it. You see, there’s some things that can’t be done. For example, you can’t make an Aliens vs. Predator movie and have it not be so horrible that it’s not even worth watching for free on Netflix. You also can’t make Almond Joy actually enjoyable either.</p>
<p>It’s with this attitude that I got to wrap my dry-chapped hands around a prototype of the Steam Controller. If you’re looking at the still image of it, it’s about the size of a standard console game controller but rather than a joystick, joy pad or other thumb controllers, the Steam Controller features two circulator trackpads which can also act as buttons. There’s also a set of buttons on the bottom as well as the front of the unit.</p>
<p style="text-align: center;"><img src="/files/u154082/dafuq.jpg" alt="steam weird" title="steam weird" width="620" height="472" /></p>
<p>To most people the puzzling part are the two gigantic Pikachu-eyed trackpads. People just can’t wrap their heads around the concept of these two trackpads and how they could possibly work. Neither could I. For my preview of the Steam Controller I first tried <a title="borderlands 2" href="http://www.maximumpc.com/borderlands_2_review" target="_blank">Borderlands 2</a>—a popular first person shooter. To move, I used left my left thumb to simulate the usual WASD movement of forward, backwards and left and right. The right trackpad acted as free look on a mouse. There’s a subtle feedback through the “dual linear resonant actuators” in the controllers–basically super-precise haptic feedback.&nbsp;</p>
<p style="text-align: center;"><img src="/files/u154082/img_8902a.jpg" alt="steam controller" title="steam controller" width="620" height="413" /></p>
<p style="text-align: center;"><strong>The final build of the controller will feature a touchable LCD display between the two trackpads.</strong></p>
<p>Valve plans for the shipping controllers to also feature a touch-sensitive high-resolution screen in the center of the controller as well, but the prototype unit featured just four physical plastic buttons.&nbsp;</p>
<p>In game, the dual trackpads work surprisingly well. Again, I went into it expecting to be underwhelmed by Valve's attempt to tilt windmills, but was surprised. After a minute adjustment, I was running around the set of Borderlands 2 jumping off objects by using the buttons on the underside. It was as natural and as close as I’ve ever gotten to a keyboard and mouse experience—without a keyboard and mouse. &nbsp;One of the most important moves that I’ve never been able to easily do on a game pad is circle strafe, so on the Steam Controller I found an object and easily executed a text-book circle strafe. In fact, it was fun picking a rock and circling and shooting it without having to try to rewire my mind the way I have to with a typical game console controller.</p>
<p style="text-align: center;"><img src="/files/u154082/img_8878a.jpg" alt="steam controller" title="steam controller" width="620" height="413" /></p>
<p style="text-align: center;"><strong>The back of the controller features two buttons.&nbsp;</strong></p>
<p>Not everything worked for me though. Besides FPS games, PC gamers also love their RTS games. And trying to replicate that experience is also something Valve said it burned a lot of brain juice on. Rather than the left trackpad being WASD and the right trackpad being a mouse free look, Valve decided to make both trackpads act as the mouse. The Idea, Valve said, was to make it easy and effortless to replicate the insane miles of mousing that RTS gamers execute. On Civ 5 though, it just didn’t click the way it did for me with Borderlands 2. I’m admittedly more of an FPS gamer than an RTS gamer which may contribute to it, but the transition wasn’t as effortless and easy as it was in Borderlands 2. I think with more time, I might have picked it up, but my interest in RTS games didn’t justify it.</p>
<p>The Steam Controller itself is still pretty early. We know it likely won’t come out until next year when Valve is expected to make the big push with its living-room gaming Steam OS. For Steam Machines to actually get any traction, the Steam Controller will have to work. From what I’ve seen, it at least has a fighting chance.</p>
<p style="text-align: center;"><img src="/files/u154082/img_8896.jpg" alt="steam controller" title="steam controller" width="620" height="413" /></p>
<p style="text-align: center;"><strong>The unit we played with will be the same as what the 300 beta testers get.&nbsp;</strong></p>
<p>Again, I’m admittedly an anti-console gamer. I can’t nor have I ever wanted to play games with a console controller because it’s mouse and keyboard or nothing at all for me. The Steam Controller, however, is the closest I’ve ever come to being mildly satisfied with a console controller. It’s not a full-fidelity replacement for a keyboard and mouse combo, and I doubt it ever will be. Afterall, how could any controller ever match a 6,400 dpi mouse, ribbed for your pleasure mouse pad, and a $150 mechanical keyboard?</p>
<p>I’ll reserve full judgment until I grab onto a production Steam Controller but I will say that if anything is ever going to convince me to try to play shooter in my living room instead of my office, the Steam Controller has the best shot.</p>
http://www.maximumpc.com/valve_steam_controller_preview_2013#commentsAIMd-padhands on impressionsHardwarepadperipheralrtsshooterssteam controllersteam machinestrafethumb stickValveXbox 360NewsFeaturesFri, 13 Dec 2013 23:22:27 +0000Gordon Mah Ung26879 at http://www.maximumpc.comSurprise Patch for Supreme Commander 2 Improves AIhttp://www.maximumpc.com/article/news/surprise_patch_supreme_commander_2_improves_ai2013
<!--paging_filter--><h3><img src="/files/u69/supcom2.jpg" alt="Supreme Commander 2" title="Supreme Commander 2" width="228" height="171" style="float: right;" />It's been more than two years since the last SupCom2 patch. Is there something more at play?</h3>
<p>If you needed an excuse to revisit <a href="http://www.maximumpc.com/tags/supreme_commander"><strong>Supreme Commander 2</strong></a>, a real-time strategy (RTS) title that debuted to PC just over three years ago, here it is. There's a new patch available and it promises to fix a bevy of AI issues and improve game play in a number of areas, not to mention a reworking of the economy, which our sister site <a href="http://www.pcgamer.com/2013/03/17/major-new-supreme-commander-2-patch-reworks-economy-the-games-not-ours/" target="_blank"><em>PC Gamer</em> says</a> is the biggest change of all. That's all well and good, but what should we make of the timing of this patch?</p>
<p>More than two years have passed since the last SupCom2 update, and according to Steve Bauman from Gas Powered Games (GPG), there's no significance to the timing of this latest patch. Maybe that's true, but it's worth pointing out that Wargaming.net recently <a href="http://www.pcgamer.com/2013/02/14/wargaming-net-acquire-gas-powered-games/" target="_blank">acquired GPG</a>. Might a revival of the SupCom series be in order? Time will tell.</p>
<p>In the meantime, <a href="http://store.steampowered.com/news/10155/" target="_blank">Steam posted</a> an extensive list of changes the latest patch brings to SupCom2. It's a pretty big update with balance improvements, better networking performance, and a whole lot more.</p>
<p><em>Follow Paul on <a href="https://plus.google.com/113266473617484509826?rel=author" target="_blank">Google+</a>, <a href="https://twitter.com/#!/paul_b_lilly" target="_blank">Twitter</a>, and <a href="http://www.facebook.com/Paul.B.Lilly" target="_blank">Facebook</a></em></p>
<p>&nbsp;</p>
http://www.maximumpc.com/article/news/surprise_patch_supreme_commander_2_improves_ai2013#commentsgamesGas Powered GamespatchrtsSoftwareSteamsupcom2supreme commander 2video gamesNewsMon, 18 Mar 2013 15:39:58 +0000Paul Lilly25198 at http://www.maximumpc.comAge of Empires Online Reviewhttp://www.maximumpc.com/article/reviews/age_empires_online_review
<!--paging_filter--><h3>So AOE, World of Warcraft, and Farmville walk into a bar…</h3>
<p>Playing Age of Empires Online is like greeting an old friends for the first time in years, but instead of returning your friendly fist-bump, your pal socks you in the gut. Don't get us wrong: AOEO isn't a bad game, and somewhere benearth its mountain of MMO-influenced bling, the AOE of yore forms the online version's steel-sharp strategic center. Problem is, this isn't so much an instance of old meeting new as it is old and new getting thrown haphazardly into a blender. As a result, some of the game works, and some of it really, really doesn't.</p>
<p>Truthfully, AOEO is two games in one. There's the classic Age of Empires RTS that in the innocent days of your youth taught you how to wage bloody, ruthless war, and there's, well, World of Warcraft. AOEO's main hub is a persistent city that gains experience points, has its own talent tree, and is capable of equipping your troops with stat-boosting gear. Meanwhile, crafting takes a questionable page from Farmville's vile book, requiring you to manually micromanage resources after a certain number of real-life hours pass.</p>
<p style="text-align: center;"><a class="thickbox" href="/files/u139222/aoeo-big.jpg" target="_blank"><img src="/files/u139222/aoeo-600.jpg" width="600" height="450" /></a><br /><strong>Cool guys don't look at explosions.</strong></p>
<p>But what about the part where you click miniature men and order them to raise their tiny toothpick swords in your name? Well, that's separate from your city. See, hub cities are littered with quest-givers who hand out specific tasks to be completed within RTS matches. Sometimes, you'll be asked to simply command and conquer your way through a regular battle. Other times, though, you might find yourself embroiled in a neck-and-neck camel race. Unfortunately, quests repeat themselves a bit too much, and—despite AOEO's candy-coated veneer—get really damn hard as you progress. Co-op makes that particular pill a bit less bitter, buy you'll definitely run into an "Are you kidding me?" moment or two.</p>
<p>The upside: When the tug of war between AOEO's two components reaches a happy medium, it's pure, addictive bliss. Customizing your talent tree and unlocking new units is utterly compulsive—even if the early goings are a bit too bare-bones. The carrot-on-a-stick usage here is masterful; it always feels like you're just a quest or two away from unlocking some cool new thing. However, this also throws multiplayer balance way out of whack. We don't consider ourselves strategic geniuses, but we lost a good many matches because our units were simply worse.</p>
<p>On top of that, AOEO's free-to-play nature is a seriously double-edged sword. On one hand, the game's free, but starter civilizations miss out on many units, items, and craftables, not to mention a chunk of the talent tree. Premium civilizations, meanwhile, weight in at $20, and booster pakcs will run you between $5 and $10. Or there's the season pass, which tips the scales at a whopping $100 for six-months' worth of content. Also of note: This is a Games for Windows Live title. By and large, Microsoft's reviled service keeps to itself, but if your internet connection hiccups, say bye-bye to your mid-match progress. No saves, no resume options—nothing. You're simply banished to the login screen, no ifs, ands, or buts.</p>
<p>It's a shame, too, because AOEO really has a lot going for it. It's insidiously addictive, jam-packed with content, and—this really can't be stated enough—an Age of Empires game through-and-through. In the end, that's what it all comes down to. As a game, AOEO's mostly great. The army of annoyances surrounding it, though? Not so much.</p>
<p><strong>Free-to-play, <a href="http://www.ageofempiresonline.com" target="_blank">www.ageofempiresonline.com</a></strong><br /><strong>ESRB: E</strong></p>
http://www.maximumpc.com/article/reviews/age_empires_online_review#commentsAge of Empires OnlineGamingmmorts2011GamesNovember 2011ReviewsFrom the MagazineTue, 11 Oct 2011 22:12:21 +0000Nathan Grayson20195 at http://www.maximumpc.comRazer Announces Gaming Gear for Starcraft II Fanaticshttp://www.maximumpc.com/article/news/razer_announces_gaming_gear_starcraft_ii_fanatics
<!--paging_filter--><p>Razer didn't become arguably the most popular gaming peripheral maker on the planet by accident, the company did it by pandering to its target audience. It started simple enough with the release of the Boomslang gaming mouse over a decade ago, and continues today with the <a href="http://press.razerzone.com/content/view/438/101/">announcement</a> of a line of peripherals intended specifically for <em>StarCraft II: Wings of Liberty</em> fans.</p>
<p>"We have been anticipating the moment we could get these gaming peripherals into the hands of gamers and <em>StarCraft </em>players," said Robert 'Razerguy' Krakoff, president, Razer USA. "We could not be more happy with the massive feedback we’ve received over the unique APM (Actions-Per-Minute) Lighting System feature and remarkable design. This new line offers <em>StarCraft II</em> players a great new way to complement and customize their real-time strategy gaming experience."</p>
<p>There are three <em>StarCraft</em> themed peripherals in all, including the Spectre gaming mouse ($80), Marauder keyboard ($120), and Banshee headset ($120). Each one sports the <em>StarCraft II</em> logo and multi-colored LEDs.</p>
<p>Look for these devices to start shipping in November.</p>
<p style="text-align: center;"><img src="/files/u69/razer_marauder.jpg" alt="" width="405" height="288" /></p>
<h5 style="text-align: left;">Image Credit: Razer</h5>
http://www.maximumpc.com/article/news/razer_announces_gaming_gear_starcraft_ii_fanatics#commentsaudiobansheeblizzardGamingGaming HardwareHardwareheadphonesheadsetkeyboardmaraudermousePeripheralsrazerrtsspectreStarCraft IIVideogamesNewsWed, 20 Oct 2010 14:36:35 +0000Paul Lilly15170 at http://www.maximumpc.comSins of a Solar Empirehttp://www.maximumpc.com/article/sins_a_solar_empire
<!--paging_filter--><p>
4X (explore, expand, exploit, and exterminate) strategy games rarely gain widespread popularity. They’re like the mathletes club in high school—a haven for only the most hardcore of geeks. Sins of a Solar Empire vitalizes the genre by automating most of the micromanagement and replacing monotonous turn-based drudgery with faster-paced real-time gameplay.
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<p>
Aside from the opening cinematic, there’s no plot or story to drive the single-player mode. Solo play is limited to skirmish games in which you pick one of three factions to use in an epic battle to conquer the map. Depending on the map size (up to 10 players can occupy nine massive solar systems, each with dozens of planets), skirmish sessions can last anywhere from an hour to more than a day.
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<p>
And that’s the beauty of Sins; it scales all the things we like about the RTS genre into interstellar campaigns of epic proportion. Space exploration, technology research, and unit management are all drawn out over the span of a game (i.e., it’s rarely possible to explore the entire map before a game’s end). The balanced pacing gives you adequate time to develop every facet of your empire, so unlike in most RTS games, which favor the speediest player, you never feel as though you’ve fallen too far behind the curve.
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In combat, the game plays like a mixture of Risk and Homeworld. Carefully plotting assault routes between planets and asteroids to surprise an opponent requires strategic finesse, and the reward of razing an undefended territory is very satisfying. We really dig the option to keep the ship-to-ship combat relatively hands-off, as we loved zooming in to survey glorious capital ship battles while the AI competently handles the micromanagement of the fleet.
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<p>
Devious players will also adore the robust selection of passive-aggressive options, such as the ability to bribe local pirates to raid enemies or forge alliances and cease fires to manipulate opponents. The fine mix of 4X-style depth and RTS-inspired design makes for an irresistible and addictive combination. Just be warned, once you’re sucked in, don’t be surprised to find yourself losing track of time and playing matches until 4 a.m.
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http://www.maximumpc.com/article/sins_a_solar_empire#commentsgamesGamingkick assreviewsrtsGamesApril 20082008ReviewsFrom the MagazineTue, 25 Mar 2008 17:14:17 +0000Norman Chan1983 at http://www.maximumpc.comWorld in Conflicthttp://www.maximumpc.com/article/world_conflict
<!--paging_filter--><p>
Nothing flexes our imagination like alternate history scenarios, and World in Conflict delivers one that has us on the edge of our seat. It’s the late 1980s, and the Cold War is far from over. The commies have already made a push to invade Western Europe, and in a desperate move, have decided to mount a sneak attack on American shores. It’s your mission to contain the Soviet invasion and retake Seattle before the invaders paint the country red.
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WiC isn’t just the prettiest strategy game we’ve ever played—the effects are stunning—it’s also one of the most tactical. In each mission, you’re charged with capturing a series of control points with a limited number of units. The game eschews base building and unit construction by giving you a set number of points to call in vehicle and infantry airdrops. Points are reclaimed after your troops perish, so the strategy becomes how you allocate the various types of tanks to capture and hold the front lines. This Battlefield-esque reinforcement scheme ensures there’s never a long break in the action, but also gave us enough time to plan our next assaults.
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The suburbs of Washington state and the bleak wilderness of Eastern Europe are just a few of the amazingly detailed battlegrounds ready to be demolished in the game. In-game cut scenes help flesh out the narrative by giving glimpses into the lives of the soldiers fighting under your command. The war at home feels very real; its impact resonates even more when nukes are detonated on American soil.
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Taking the fight online yields another fresh RTS experience. Players team up to take on armor, air, support, and infantry roles, each with special units that uniquely contribute to an overall match. We dug using helicopters to rain down guided missiles of justice, but found the support role not as useful as the other offensive classes. Online niggles aside, World in Conflict is one of the most accessible and action-packed strategy games we’ve ever played.
</p>
http://www.maximumpc.com/article/world_conflict#commentsdirectx 10DX10Gamingreviewsrtsworld in conflictGames2007ReviewsDecember 2007From the MagazineWed, 30 Jan 2008 22:10:27 +0000Norman Chan1862 at http://www.maximumpc.comReal-Time Strategy is for Dummies?http://www.maximumpc.com/article/realtime_strategy_dummies
<!--paging_filter--><p>
I really liked Command and Conquer 3. Honest. I think the game succeeded tremendously in what it set out to do – be the best Command and Conquer game ever. The brilliant combination of swanky graphics and nostalgic appeal made the game irresistible for long-time strategy fans, but in my mind, was also a step back for the genre.
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While C&amp;C 3 has challenging and fun single-player campaigned (the later missions are incredibly difficult), the real test of a RTS game’s design lies in its multiplayer modes. For the past couple weeks, I’ve been playing C&amp;C 3 multiplayer regularly, and finding that I while the matches provide quick bursts of gratification, the strategist in me walks away feeling empty and unsatisfied.
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The multiplayer rounds in C&amp;C 3 really boil down to who can click and build the fastest. You really only have to train yourself to be one of two types of players – either a rusher or a turtler. If you decide to turtle, for example, it’s a race to build the strongest unit, like GDI Mammoth Tanks or Scrin Avatars to overrun your opponent’s base. After playing through the maps a couple of time, it’s relatively easy to establish a strategy that’ll work against most players every time.
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Don’t get me wrong, I’m still having a lot of fun playing C&amp;C 3. Playing a brief fast-paced game is often what I need at the end of a long work day. I just hope the next effort will take more hardcore strategy players into account and offer balancing and features (ie. random maps, unit formations, more customizable match options) that’ll keep me playing online for more than just a couple weeks. Unfortunately, publishers may find more value in putting out games that give players a quicker bang for their buck.
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http://www.maximumpc.com/article/realtime_strategy_dummies#commentsGamingrtsstrategyGamingNewsSat, 28 Apr 2007 00:12:16 +0000Norman Chan979 at http://www.maximumpc.comStay off my computer/console, you!http://www.maximumpc.com/article/stay_my_computerconsole_you
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<img src="/sites/future.p2technology.com/files/imce-images/daveblog_gamecat.png" width="330" height="307" align="right" />Having been a PC gamer since <a href="http://www.youtube.com/watch?v=XTxTmu2Z0O8">Doom Shareware</a>, a console gamer since the <a href="http://www.zerosign.net/index.php/powerglove-mouse/">Power Glove</a>, and a computer enthusiast since the <a href="http://codeazur.com.br/stuff/fc64_final/">Commodore 64</a>, I feel absolutely compelled to get up on my high <a href="http://obliviondownloads.com/StoreCatalog_ProductView.aspx?ProductId=2">horse</a> and say what legions of gamers are (or should be) yelling at the top of their lungs: <strong>stop. porting. games.</strong>
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Yes, that's right. In a Dave-centric world, there would be none of this Games for Windows <a href="http://www.gamesforwindows.com/en-US/Pages/default.aspx">crap</a>. You would never see a game, regardless of its success, cross from the living room to the home office. Halo would stay on the Xbox, Command and Conquer would stay on the PC, and Sony would. Well. Do whatever it is <a href="http://www.penny-arcade.com/comic/2007/03/02">Sony's doing</a> right now. That weird blend of Xbox achievements and Miis that just reeks of idea theft.
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But I digress. Surely anyone who's ever used a mouse and keyboard to waste hours upon hours in <a href="http://www.achieve360points.com/game/worms/">virtual ass-kickery</a> will attest that certain games only work on certain platforms. That's it. Anything else is a <a href="http://speeddemosarchive.com/Hexen2.html">heretical</a> version of an awesome, original experience, and were it up to me, such extensions would be not only banished, but punished. I'm looking at you right now, EA. Were it up to me, the <a href="http://images.ea.com/eagames/official/lotr_bfme2/us/Images/ROTWK/ROTWK_wallpaper2_16x12.jpg">Witch-King</a> would stay in Computer-dor, and never venture out into Middle Console.
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Similarly, any <a href="http://www.scummvm.org/">adventure-themed</a> games would immediately be relegated to consoles. Yes, they might play a little better with a mouse. But I simply cannot fight the temptation to alt-tab out to <a href="http://www.gamefaqs.com">gamefaqs</a> on my home rig whenever I'm in a trouble spot. At least having a console in the other room allows my laziness to force me into playing the game sans FAQ/walkthrough/whatnot.
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So where, then, does that put the elephant in the room: first-person shooters? I'm a bit torn on this point, as my agility playing <a href="http://borishax.ytmnd.com/">Goldeneye</a> is akin to James Bond on elephant tranquilizers. I'm no Johnathan &quot;THX1138-or-whatever&quot; Wendel, but I can at least pull off quite a few headshots in Unreal Tournament. At least, until the console version comes out; then it's back to square one.
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But to exclude all FPS games to the PC would be to deny the greatness that is a game like <a href="http://mywebpages.comcast.net/eightcell/emilio.html">Gears of War</a>, which partly thrives on the difficulty of an average gamer's ability to be able to pull off those uber-sweet shots with a console stick. Case in point: I've had many a shotgun-themed discussion with <a href="http://www.notthatwillsmith.com">Will</a> that's ended with us stupidly circle-strafing each other, firing like lunatics at a country wedding. Were we rocking the mouse-and-keyboard, though, odds are good that one of us would not make it past a second shell. The difficulties in precision targeting define the experience and -- I can't believe I'm saying this -- make the multiplayer matches a bit more exciting than trying to go up against someone who actually uses different mouse-weight things for different games.
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I could go through all the game genres, but that's why <a href="http://www.sinfest.net/archive_page.php?comicID=2413">The Good Lord</a> invented lists. With that said, I present to you the ever-so-brief, &quot;I don't want to play it if it's not on this device&quot; selections:
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<h4><strong>THE PC</strong></h4>
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<strong>Real-Time Strategy</strong> -- Zerg <a href="http://www.youtube.com/watch?v=Jen46qkZVNI">rush</a>? More like a Zerg trickle, because you simply cannot play with speed if you're using a d-pad. Impossible.
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<strong>First-Person Shooters </strong>-- Two equally skilled players. Same game. A PC head-shotter will kick a console player's ass any day of the week, hands down. And if you disagree, I will fight you <a href="http://www.youtube.com/watch?v=bF8UsrDUrWM">Ron Burgundy</a>-style.
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<strong><em>MMORP</em>Gs</strong> -- I don't care how fancy your keyboard add-on is for your Xbox controller. MMORPGs were made for the pc, not only for the sheer number of things you can map to a keyboard, but also because of the customizations that you can add into a PC game. Sorry, UI hackers; no console for you. Nor soup. Nor Pony.
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<h4><strong>THE CONSOLE</strong></h4>
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<em><strong>Sports Games</strong> </em>-- There is no reason why you should be playing NCAA-anything on your keyboard. It worked for Techmo Super Bowl, it worked for Madden '94, it worked for <a href="http://www.tv.com/mutant-league/show/29767/muatnt-league---image-gallery/topic/71106-204613/msgs.html?tag=board_topics;title;1">Mutant League</a> Everything -- controllers are a perfect input device. Blow the final <a href="http://www.youtube.com/watch?v=JGeNWwBN5bQ">whistle</a>.
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<strong><em>Party Games</em></strong> --Here's looking at you, <a href="http://www.urbandictionary.com/define.php?term=Hi+I'm+Daisy">Wii</a>. And really, any game that encourages three or more people to get together, eat food, and mash greasy hands into buttons for hours on end. LAN parties are fun, but there's no way you're going to get anyone casual interested in joining your fun.
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<strong><em>Flying/Racing/Whatever</em></strong><em> </em>-- Simply put, if it requires some kind of joystick to operate in real life, there's no reason why you should be <a href="http://www.syswear.com/view/tshirts?d=6">mashing</a> W, S, A, or D to do so in virtual life.
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http://www.maximumpc.com/article/stay_my_computerconsole_you#commentsconsoledavidFPSGamingmaximum pcmouse n keyboardmurphyrtsNewsEditor BlogsTue, 17 Apr 2007 19:40:44 +0000David Murphy950 at http://www.maximumpc.com